I haven't personally ever played or heard of the game, but thanks for bringing it up. Your post brings back memories of many old games I loved, not because they were loaded with the hottest graphics and sound effects, but because they were actually challenging and fun like Sean's current Conquest game is now.

If you can legally share your translated maps I'd love to give them a try.

"The early bird may get the worm, but it's the second mouse that gets the cheese."

Free move: At end of turn, at end of turn when successful attack, none; and How many: One, two, unlimited

Hide non-adjacent opponent's territories: Off or On

Penalty for attacking new continent: Off or On

Rebellions: Type of None, Strong to weak, Weak to strong, Random; Frequency of Rare or Often; and Territories affected of Single, few, or cluster

Team play: Players (human, network, or computer) in teams

Maximum number of new armies/turn: 2/3/4 territories held per army, but can select a max number/turn

Maximum number of starting armies: Range from 1 to 10

I would like to see this added to Conquest:
* % objectives (Game over screen faster than just selecting New game)
* Weighted and cyclic attack scorings besides the classic Risk one
* Partioned territories
* Two free moves
* Hiding armies in non-adjacent territories would add much to the game
* A water or other penalty for attacking a new continent would add a defensive element
* Rebellions could add that dying hope for a weakened player and frustrate the stronger one . . . or the opposite